diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-07-24 20:41:12 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-07-24 20:41:12 +0400 |
commit | f24bcac43eab1238f933a227d8da84ee0d48a0c3 (patch) | |
tree | c0402d7284a8491521728c701f2f761cf3a25724 /source/blender/editors/include/ED_armature.h | |
parent | ad6aaeb319baac9a134630eba2bf2a71dfdf04fb (diff) |
2.5: Various Fixes
* Fix crash loading particle AnimData. This crashed many BBB
files. If you have a .blend file that crashes when loading
it in 2.5, please mail me, I'd like to know.
* Image window zoom ratio did not work correct with py 2.x.
* Other minor fixes for image window RNA.
* Buttons window now remembers the tab that was last clicked
by the user, even if that tab is no longer available due
to context, and then enable the tab again if the context
for it is back.
* Cleaned up buttons space DNA a bit, removing unused vars.
* Armature bone rename outside edit mode did not call right
function yet.
* Armature layers are now editable even if lib linked. This
is useful for proxies. For this purpose a PROP_LIB_EXCEPTION
flag was added. Need to think over proxy / RNA a bit though,
not sure what the requirements are yet.
* Parent to Armature Deform now has options to create vertex
groups, instead of always creating them.
Diffstat (limited to 'source/blender/editors/include/ED_armature.h')
-rw-r--r-- | source/blender/editors/include/ED_armature.h | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_armature.h b/source/blender/editors/include/ED_armature.h index 05ea4d2b506..3b5932b2950 100644 --- a/source/blender/editors/include/ED_armature.h +++ b/source/blender/editors/include/ED_armature.h @@ -112,9 +112,14 @@ void add_primitive_bone(struct Scene *scene, struct View3D *v3d, struct RegionVi void transform_armature_mirror_update(struct Object *obedit); void clear_armature(struct Scene *scene, struct Object *ob, char mode); -void create_vgroups_from_armature(struct Scene *scene, struct Object *ob, struct Object *par); void docenter_armature (struct Scene *scene, struct View3D *v3d, struct Object *ob, int centermode); +#define ARM_GROUPS_NAME 1 +#define ARM_GROUPS_ENVELOPE 2 +#define ARM_GROUPS_AUTO 3 + +void create_vgroups_from_armature(struct Scene *scene, struct Object *ob, struct Object *par, int mode); + void auto_align_armature(struct Scene *scene, struct View3D *v3d, short mode); void unique_editbone_name(struct ListBase *ebones, char *name, EditBone *bone); /* if bone is already in list, pass it as param to ignore it */ void ED_armature_bone_rename(struct bArmature *arm, char *oldnamep, char *newnamep); |